LLCM-WIP:低延迟、连续运动原地行走

Jeff Feasel, M. Whitton, Jeremy D. Wendt
{"title":"LLCM-WIP:低延迟、连续运动原地行走","authors":"Jeff Feasel, M. Whitton, Jeremy D. Wendt","doi":"10.1109/3DUI.2008.4476598","DOIUrl":null,"url":null,"abstract":"Walking-in-place techniques for locomotion in virtual environments typically have two problems that impact their usability: system latency (particularly troublesome when starting and stopping locomotion), and the fact that the change in the user's viewpoint may not be smooth and continuous. This paper describes a new WIP interface that improves both latency and the continuity of synthesized locomotion in the virtual environment. By basing the virtual avatar motion on the speed of the user's heel motion while walking in place, we create a direct mapping from foot-motion to locomotion that is responsive, intuitive, and easy to implement. In this paper, we describe the technique, analyze its starting and stopping latency, and provide experimental results on the suppression of false steps and general usability of the system.","PeriodicalId":131574,"journal":{"name":"2008 IEEE Symposium on 3D User Interfaces","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"160","resultStr":"{\"title\":\"LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place\",\"authors\":\"Jeff Feasel, M. Whitton, Jeremy D. Wendt\",\"doi\":\"10.1109/3DUI.2008.4476598\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Walking-in-place techniques for locomotion in virtual environments typically have two problems that impact their usability: system latency (particularly troublesome when starting and stopping locomotion), and the fact that the change in the user's viewpoint may not be smooth and continuous. This paper describes a new WIP interface that improves both latency and the continuity of synthesized locomotion in the virtual environment. By basing the virtual avatar motion on the speed of the user's heel motion while walking in place, we create a direct mapping from foot-motion to locomotion that is responsive, intuitive, and easy to implement. In this paper, we describe the technique, analyze its starting and stopping latency, and provide experimental results on the suppression of false steps and general usability of the system.\",\"PeriodicalId\":131574,\"journal\":{\"name\":\"2008 IEEE Symposium on 3D User Interfaces\",\"volume\":\"32 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-03-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"160\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 IEEE Symposium on 3D User Interfaces\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/3DUI.2008.4476598\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 IEEE Symposium on 3D User Interfaces","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/3DUI.2008.4476598","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 160

摘要

在虚拟环境中用于运动的原地行走技术通常有两个影响其可用性的问题:系统延迟(在开始和停止运动时尤其麻烦),以及用户视点的变化可能不是平滑和连续的。本文描述了一种新的WIP接口,它提高了虚拟环境中综合运动的延迟和连续性。通过将虚拟化身的运动建立在用户行走时脚跟运动的速度上,我们创建了从脚运动到运动的直接映射,这是响应性的,直观的,易于实现的。在本文中,我们描述了该技术,分析了其启动和停止延迟,并提供了抑制误步和系统总体可用性的实验结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
Walking-in-place techniques for locomotion in virtual environments typically have two problems that impact their usability: system latency (particularly troublesome when starting and stopping locomotion), and the fact that the change in the user's viewpoint may not be smooth and continuous. This paper describes a new WIP interface that improves both latency and the continuity of synthesized locomotion in the virtual environment. By basing the virtual avatar motion on the speed of the user's heel motion while walking in place, we create a direct mapping from foot-motion to locomotion that is responsive, intuitive, and easy to implement. In this paper, we describe the technique, analyze its starting and stopping latency, and provide experimental results on the suppression of false steps and general usability of the system.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信